This FAQ explains what you need to know about gear and how its attributes are distributed. I'll predominantly aim this at level 80 equipment as we can talk about all equipment rarities. The reason for this FAQ is:
- To explain how attributes are distributed at level 80
- To answer some common misconceptions
- Illustrate the methods and difficulty of obtaining equipment
**Warning** - Long read, there is a summary section at the end.
Each item has a quality which indicates the rarity or nature of the base modifications available on the item. The following is the rarity in ascending order:
- Junk = Gray
- Common = White
- Fine = Blue
- Masterwork = Green
- Rare = Yellow
- Exotic = Orange
- Ascended = Pink
- Legendary = Purple
Is all gear the same?
No, as you level all gear increases in terms of stats and defence rating.
At any given level, is all gear the same?
This is where there are many misconceptions. For any given level, attributes and defence ratings are not the same UNLESS they are the same rarity also. Here's an example of two great swords at level 80 (Image from reddit poster ardikus).
The rest of this post will explain why they are not the same and what to expect at level 80 in terms of gear and how its stats are distributed. The last section will contain the known methods of obtaining maximum stat gear.
Why does gear provide stats in PvE but not PvP?
Answer? It's a trick question. PvP gear has stats... but not every bit of gear has it, in fact only two do. The amulet and the jewel that goes in it.Have you ever wondered why AN made amulets so powerful? It's obvious with a bit of thought. Amulets are there to replace stats on the rest of your gear. It would be a pain to have 6 gear slots, 5 trinket slots, a back pack slot AND weapon slots all with stats - especially if you want to change your build. Most people know roughly what they want, whether it be power, crit or condition build,What AN have done is simply taken all the stats off of 'gear' and put it into one concise place... the Amulet. In BWE 1 they also had ring/ earring slots but quite rightly realised that they didn't need them and instead amalgamated those slots from 5 items with 25/15/15 stats to one jewel for the amulet with 125/75/75 stats (i.e. same stats overall).
So what about PvE?
Well AN have simply broken down the stats you got from amulets and put them back on armour, weapons and accessories. There will be no +798/569/569 amulet, those stats now belong on gear, trinkets etc.If you now think with the mentality that the super powerful amulet has been split amongst gear, then you'll realise different builds concentrate on different skills. Condition builds don't need power, so the exotic great sword in the image would be ideal. While heavy dd builds would like the stat choices of the other great sword. Bottom line, not all builds will focus on the same stats so just because a weapon doesn't have power does it mean it's useless.
Therefore, how can we compare two items if they have different stats?
Easy for weapons, as you can also look at its damage stat (weapon strength). Max weapon strength for a great sword in PVP is 995-1,100. It's logical PvE will be the same and as you can see Exotics max weapon strength is 995-1,100. Rares only have a max weapon strength of 882-975.
Ok, so what about stats for non-weapons, can you compare the two? Yes, you can look at the defence rating for the piece or because AN loves symmetry you can look at the stats. Don't look at how they're distributed (in terms of power, precision etc) but look at the numbers.
- Exotic 128/128/179
- Rare 113/113/158
What if I want an Exotic but don't like how the stats are distributed?
Not all weapons/ armour will be the same. There will be different exotics where one might have power/ precision/ condition damage, another has power/ vitality/ toughness and so forth. The bottom line is all exotics will be distributed in a 128/128/179 manner for 2-Handed weapons at L80.Similarly almost all rare 2-Handers at level 80 will have their 3 stats in a 113/113/158 manner. Masterworks will be closer to 100/100/140 (i.e. 13% less powerful etc).
How many attributes does gear have?
At level 1 all gear has only one attribute. As you level up it increases to three at level 80. There will be some exception where level 80 gear has four stats - these pieces of gear usually have a non-primary attribute as the fourth stat at the expense of lowering the other three primary attributes.e.g.
Level 80 Exotic Greats sword A
Level 80 Exotic Greatsword B
Power179Toughness98Vitality98Crit Damage 5%
To compensate for the crit damage bonus to weapon B, it's vitality and toughness stats were reduced. However, AN have reduced them proportionately to so that both weapons have equal "power" overall. This does not mean A will hit as hard as B.Instead, add all the attribute points in weapon A (it comes to 435) and weapon B (comes to 375 + 5% crit damage). AN value the 5% crit damage to be equivalent to 50 primary attribute points.
Edit: As has been pointed out, in terms of literal numbers although AN is fairly consistent, they don't necessarily rely on objective evidence to balance their game but subjective evidence such as player feedback/ internal testing plays a role.For instance, the celestial amulet has a total stat point of 1704 + 15% crit. The Berserker's amulet meanwhile has a total stat point of 1651 + 15% crit. Thus one amulet has 53 extra stat points so gives you more bang for your buck. However, very few players will ever pick the celestial amulet as specialising in a few stats seems to be more beneficial than spreading them out. AN have obviously 'buffed' the amulet to offer more incentive, that's my take on it.Wildclaw points out crit damage is worth more points/ percent on amulets than jewels. I again think AN have done this based upon subjective player feedback. Who wants 1% crit damage bonus at 80. Seems rather low. At the same time, AN once had 31% crit damage bonus on their amulets, that seemed rather high. So it looks like AN are tweaking numbers for balance.
The last thing Wildclaw points out is something which on paper looks better than it should. Most jewels provide 125/75/75 distribution = 275 total stat points. Interestingly the Rampager jewel provides 125/75/45/45 = 290 stat points. It is effectively providing 15 free points. Again this is probably from feedback AN got that having 2 low stats of 37.5 wasn't enough incentive and they changed it.One has to remember AN only added vitality as a fourth stat since BWE2. This was almost certainly due to the fact the squishy classes (Thief and Elemetalist) had low base health pools and defence. Thus they were struggling to obtain high damage builds without 12k healths in BWE1. So AN buffed the power jewellery with vitality so these damage builds could have an extra 3k health.To add to all of this, if we look at runes we can see divinity rune offer the best bang for your buck in terms of overall stat points. Most 6 set runes have 205 total stat points and a 6th set ability. The divinity rune have 240 stat points but also 18% crit damage. The latter provides more crit + damage than any other 6 set rune. AN have most likely done this based upon their internal testing but it is a interesting point to bear in mind.Most weapons will only have 3 stats at 80 but remember this:
- Weapons have stats to represent the stats taken from amulets. Whenever you are picking gear, the sum total of all the stats on all pieces of gear is equivalent to one amulet. Yes that includes the weapon and accessories. In fact weapons make up almost 25% of an amulet!
In a nutshell, yes. There are 12 main pieces that contribute: 6 equipment slots, 5 trinket slots and your weapon. If you have 2 weapon sets, it's the one you are wielding. Below I've provided an image of a level 35 Asura in cultural armour. In it I have included the caption for the amulet and to act as a reference, the chest piece.As you can see, amulets have stats but they are significantly reduced compared to PvP
So all exotic gear has a 179/128/128 distribution?
No! Only 2 Handed exotics have that distribution. Below is what other pieces of exotics have at level 80.
- 2-H Weapon = 179/128/128
- 1-H Weapon = 90/64/64
- Head = 45/32/32
- Shoulder = 34/24/24
- Chest = 101/72/72
- Hands = 34/24/24
- Legs = 67/48/48
- Feet = 34/24/24
- Rings = 67/48/48
- Earrings = 56/40/40
- Amulet = 90/64/64
- Backpack = 22/16/16*
Ok, so all gear at level 80 will have the same attribute allocation setup if they are from the same rarity?
Yes!!! So all exotic axes at level 80 will have a 90/64/64 distribution while rare axes at 80 will be 79/57/57.The difference between exotics will be how the attributes are set up?Exactly, so some exotic swords will be power/precision/condition damage while others are vitality/toughness/healing. But both swords will have a 90/64/64 distribution.
So exotic gear is always better than other gear?
Yes with one huge caveat, that is both items must be of the same level. A level 70 exotic helm is not necessarily better than an 80 masterwork helm. You should only compare items of the same rarity and level for true comparisons.From a pure personal point of view, I found on average for any piece of equipment I found, each level of rarity is equivalent to 2-3 levels.e.g. A green level 10 power sword was as good as a blue level 13 sword which was as good as a white level 15 sword.
Edit: The new gear level Ascended will be the max tier set.
Can I get all gear rarities from level 1?No, see the following:
- Common = Level 1-80
- Fine = Level 1-80
- Masterwork = Level 10-80
- Rare = Level 35-80
- Exotic = Level 60-80
- Ascended = Level 80
- Legendary = Level 80
Where do I get the gear from?
- Common = Mob Drops, Chest Rewards, Merchants
- Fine = Mob Drops, Chest Rewards, Karma Merchants, Crafting, Mystic Forge
- Masterwork = Mob Drops, Chest Rewards, Karma Merchants, Crafting, Mystic Forge, Map Completion
- Rare = Mob Drops, Chest Rewards, Karma Merchants, Cultural Vendor Merchants, Crafting, Mystic Forge, Dungeon Token Rewards, Map Completion
- Exotic = Mystic Forge, Dungeon Token Rewards, WvW Merchants, Crafting, Chest Rewards, Mob Drops, Map Completion, Purchased from TP
- Ascended = Fractal of the Mists
- Legendary = Mystic Forge
It depends on play time and the method of choice. Most exotic pieces run at 2-3g. For a typical player this is a couple of hours of gold farming per piece. Below I go into depth about total times.
Each dungeon has its own unique tokens. Going the dungeon route path, it will cost you:
- 2-Hander = 390 tokens
- 1-Hander (main hand) = 300 tokens
- 1-Hander (off hand) = 210 tokens
- Head = 180 tokens
- Shoulder = 210 tokens
- Chest = 330 tokens
- Glove = 180 tokens
- Leg = 300 tokens
- Feet = 180 tokens
- Total (6-Piece (Full) Set) = 1380 tokens
- Total (2-H + Full Set) = 1770 tokens
- Total (Main + Off Hand + Full Set) = 1890 tokens
If we want a full set of level 80 exotic gear we would need to run:1380/60 = 23 Dungeon runs
For a 2 handed weapon we would need to run:390/60 = 6.5= 7 runs
For a main and off hand we would need to run:510/60= 8.5= 9 runs
A person who wants a full set of exotics and a main and off hand from the same dungeon vendor would need to do 30-32 dungeon runs.
For those wondering, badges of honours are rewards dropped by opposing players, mobs and from keep sieges. They may often be concealed in loot bags.
- Head = 260 Badges of Honour
- Shoulder = 229 Badges of Honour
- Chest = 312 Badges of Honour
- Glove = 188 Badges of Honour
- Leg = 292 Badges of Honour
- Feet = 208 Badges of Honour
- Total (6-Piece (Full) Set) = 1489 Badges of Honour
When I initially made this thread I stated at this time we had no evidence to say what exact role crafting plays in making exotics. Nirgal though kindly pointed me in the direction of a few hidden pages in GW2DB.I'll link one inscription and one insignia.Valkyrie Ancient Inscription - http://www.gw2db.com...ed:created-fromValkyrie Gossamer Insignia - http://www.gw2db.com...amer-insignia-s. Since going live crafted items have been a main source of players gearing up on exotics. They cost around 2-3g per piece and are readily available from the TP.
But if they're much easier to get than the other exotics why bother getting the other exotics?
The most likely reason is for different skins. All the base level 80 exotic set looks like this:
A lot of people will find them unappealing and thus hunt the other exotics for skins.
Why have exotic dungeon skins which look the same as the rare skins when you can just transmute a rare skin over a crafted exotic?
This is a mute question now, AN obviously saw this error and now all rare gear from dungeon vendors have a boring singular look and not the dungeon armour look.
What stats can I get?
I said all exotic gear has the same total power i.e. all chest pieces would be 101/72/72 etc. Well, GW2 uses 8 stats on it's PvE gear that we are aware of:
- Condition Damage
- Critical Damage
- Healing Power
- Magic Find
- Berserker's = Crit Damage/ Power (main)/ Precision
- Explorer's = Magic Find (main)/ Power/ Precision
- Knight's = Power/ Precision/ Toughness (main)
- Carrion = Condition Damage (main)/ Power/ Vitality
- Rampager's = Condition Damage/ Power/ Precision (main)
- Valkyrie = Criti Damage/ Power (main)/ Vitality
- Cleric's = Healing Power (main)/ Power/ Toughness
- Chrysocola Jewellery: Condition Damage (main)/ Power/ Vitality
- Beryl Jewellery: Power (main)/ Crit Damage/ Vitality
- Coral Jewellery: Precision (main)/ Condition Damage/ Power
- Emerald Jewellery: Precision (main)/ Toughness/ Power
- Opal Jewellery: Magic Find (main)/ Power/ Precision
- Ruby Jewellery: Power (main)/ Crit Damage/ Precision
- Sapphire Jewellery: Healing (main)/ Power/ Toughness
Basically, the other exotics will make up some of the remaining stat combinations. You must also remember you could have one 2H exotic with 179/128/128 power/precision/condition damage which is different from a 2H exotic with 179/128/128 condition damage/power/precision. In the former power is the main stat while the latter has condition damage. So there are actually more than 56 combination of stats.That being said you can expect the 'other' methods of obtaining exotics to have skins you may want also. Whether they are worth the time to grind or not is up to you. I am a little surprised that the soldier set isn't one of the crafted sets but I guess it will be one of the more desirable ones. It's also intriguing that all the crafted sets have power.
Karma can be exchanged for exotic weapons at any of the high priest temples in Orr and by the vendor near the Arah entrance. To gain access to these vendors your server must be in control of the temple. Each piece costs 42k karma. Below is an image (produced by dulfy user Blazer) of which stats each temple has. Note there are currently no exotic weapons which can be with karma.
The mystic forge can prodcue exotic gear. It can produce this via set ways and random ways. The random method involves throwing in 4 items of the same rarity. To get a guaranteed exotic if you throw 4 exotics in you will get a different exotic. If you throw 4 rares in you have a 20% chance of getting an exotic item out. You must throw the same type of rares to get that type of gear e.g. 4 greatswords for a greatsword. Throwing 3 greatswords + 1 hammer = random weapon.
The set recipe is for weapons only at this time but produces some of the most prestigious skins, some on par with legendaries.
All known recipes for these exotics follow the same formula.
Eldritch Scroll (50 skill points) + X Mystic Coins + ??? + ???
Here is a link to the wiki of current known recipes: http://wiki.guildwar...rge/Other_Items
A relatively cheap way of obtaining exotic weapons is using the forge to make the mystic weapon. Total material costs will be about 1-1.5g. Here's the wiki link:
Confirmed that at least they can be rare rewards from meta event bosses. One was obtained off of the Lvl 15 starter zone meta event so it's not only in L80 areas.
Also jumping puzzle chests and dungeon chests may now reward exotics.
Completing any of the following zones will reward you with 2 exotic items:
- Fireheart Rise
- Mount Maelstrom
- Straits of Devestation
- Frostgorge Sounds
- Malchor's Leap
- Cursed Shores
The final confirmed way to get exotics is random drops from monsters. The rate is extremely low but monsters in cursed shore have been known to drop legendary precursors too.
How difficult is it to get Legendary gear?
Much harder than exotics and there are only known legendary weapons. We now know that the recipe for legendary weapons are:
I'll refer you to Xagaroth's guru guide as the requirements have been beefed up considerably since beta:
What is this?
A new gear rarity introduced in the November update with an 8% stat improvement over exotics and the ability to use infusion slots.
How do I get it?
The Nov update will only introduce jewellery and back slots but the items are obtained from the mystic forge using items obtained from the fractal of the mists dungeons. Whether all the components come from the new dungeon or not is not yet known.
Why a gear treadmill?
AN have come out and said they do not expect there to be any other armour rarities introduced in the foreseeable future. The main reason for there introduction was 2 fold:
1. They want to introduce infusion slots to the armour - these slots allow infusion items to go in which are designed to aid damage reduction/ damage increase etc against the bosses in the new dungeon.
2. They felt there was a gap between exotics and legendaries that needed to be filled. By this, they mean time. A full set of exotic can be ground out 2-3 days, a legendary will take 2-3 months. AN wanted an item players (specifically the more hardcore) strive towards which falls in-between the two.
So why not just upgrade exotics?
The main reason I feel is you'll always have the easier exotics to obtain (crafted ones). Having such items in the game means you cannot fill the 'time discrepancy' of their attainment with them. If you say well those armour pieces shouldn;t have infusion slots and only the harder exotic pieces should then you have introduced a 2 tier exotic system.
But why the stat increase?
The main reason is if you are going to make this the 'best-in-slot' item then there has to be some differentiation between exotic and it if people are going to put 'considerable' more effort to attain them. Remember, these items are likely going to need weeks to get each as that's the time gap in gear attainment the game currently has. To drive players to go for a new gear system needs some incentives beyond aesthetics.
All in all, I think this was an oversight by AN and ascended gear should have been in game from the start. They are simply trying to fix that issue by introducing them now. They know they have gone back on their promise of no gear treadmill but at the same time they felt without doing this they could not expand the game to forfil content for the more hardcore. Also many casual players have completed their exotic sets and are about to hit the legendary wall - potentially months of grind for nothing. This set allows AN to fill that void, offers more content and the infusion design (though many regard as lazy) is a tried and tested method to keep players playing.
For those with legendary weapons, they will be ungraded to ascended stats in the future.
- All level 80 gear is not the same
- Exotic Gear WAS the max level gear in terms of stats - replaced by Ascended gear on 15th Nov 2012
- PvE gear is designed by breaking up the stats of the PvP 798/569/569 amulet and putting it back on gear
- Exotic gear at level 80 has 13% better stats than a Rare 80 item. Ascended gear has 8% better stats than Exotic gear.
- All level 80 exotic gear will have the same "total attribute" points but different gear will have different attribute allocations e.g one exotic glove is 34/24/24 in power/precision/vitality while another is 34/24/24 in toughness/vitality/healing
- The confirmed ways of obtaining exotics are: dungeon tokens, WvW, crafting, chest rewards, mob drops, karma and the mystic forge.
- There are at least 8 crafted exotic sets that require globs of ectoplasm.
- Exotic gear has many obtainable ways.
- Ascended gear and Legendary gear will be the newest tier - AN have no intention to introduce further tiers
Edit 2: Added small addendum to clarify adding all stats of PvE gear = 1 PvP Amulet
Edit 3: Exotics can be crafted, but what does this mean? Large new section.
Edit 4: Amended the summary to reflect new info.
Edit 5: Added what attributes belong to the known exotic dungeon sets.
Edit 6: Hopefully my final edit, added a disclaimer section just to emphasise all the above info is fact or logic based on evidence. However, it is by no means a 'definitive' faq.
Edit 7: Legendary items are now purple in colour. Credit to Beorn the Berserker
Edit 8: Added 2 sections, one to take into account that in PvP not everything is 100% equal in stat terms (I knew this before but as someone's picked up on it I'll explain why I thing AN have deviated slightly from there normal way (this part will be a hypothesis). Also I am going to amend the skill points obtained in WvW resets because the last 5 times we've played the game, they have not reset.
Edit 9: Expanded the other ways section for more clarity.
Edit 10: Edited grammar on weapon strength for clarity. Thanks to Guru user Padraig.
Edit 11: Now have accurate data on exotic jewellery so have updated info on how much stats they give - it's slightly more than I predicted but this is expected as I did not take into account the jewel which goes into the amulet. Also included new section on what stats the different crafted jewellery give.
Edit 12: Added to dungeon section that higher level dungeons have more explorable paths.
Edit 13: Exotics as chest rewards (at leasr for meta events) are in. None of the regular karma vendors sell exotics but have yet to complete Malch Leap to see what the 2 vendors there sell.
Edit 14: Huge edit - all gear information now correct as of 14th Nov 2012, ascended gear information added.
Edited by Terra, 14 November 2012 - 03:13 PM.